/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.

This file is part of Quake III Arena source code.

Quake III Arena source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.

Quake III Arena source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with Quake III Arena source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
===========================================================================
 */
#ifndef __UI_SHARED_H
#define __UI_SHARED_H


#include "../qcommon/q_shared.h"
#include "../renderer/tr_types.h"
#include "../client/keycodes.h"

#include "../../ui/menudef.h"

#define MAX_MENUNAME 32
#define MAX_ITEMTEXT 64
#define MAX_ITEMACTION 64
#define MAX_MENUDEFFILE 4096
#define MAX_MENUFILE 32768
#define MAX_MENUS 64
#define MAX_MENUITEMS 96
#define MAX_COLOR_RANGES 10
#define MAX_OPEN_MENUS 16

#define WINDOW_MOUSEOVER			0x00000001	// mouse is over it, non exclusive
#define WINDOW_HASFOCUS				0x00000002	// has cursor focus, exclusive
#define WINDOW_VISIBLE				0x00000004	// is visible
#define WINDOW_GREY						0x00000008	// is visible but grey ( non-active )
#define WINDOW_DECORATION			0x00000010	// for decoration only, no mouse, keyboard, etc.. 
#define WINDOW_FADINGOUT			0x00000020	// fading out, non-active
#define WINDOW_FADINGIN				0x00000040	// fading in
#define WINDOW_MOUSEOVERTEXT	0x00000080	// mouse is over it, non exclusive
#define WINDOW_INTRANSITION		0x00000100	// window is in transition
#define WINDOW_FORECOLORSET		0x00000200	// forecolor was explicitly set ( used to color alpha images or not )
#define WINDOW_HORIZONTAL			0x00000400	// for list boxes and sliders, vertical is default this is set of horizontal
#define WINDOW_LB_LEFTARROW		0x00000800	// mouse is over left/up arrow
#define WINDOW_LB_RIGHTARROW	0x00001000	// mouse is over right/down arrow
#define WINDOW_LB_THUMB				0x00002000	// mouse is over thumb
#define WINDOW_LB_PGUP				0x00004000	// mouse is over page up
#define WINDOW_LB_PGDN				0x00008000	// mouse is over page down
#define WINDOW_ORBITING				0x00010000	// item is in orbit
#define WINDOW_OOB_CLICK			0x00020000	// close on out of bounds click
#define WINDOW_WRAPPED				0x00040000	// manually wrap text
#define WINDOW_AUTOWRAPPED			0x00080000	// auto wrap text
#define WINDOW_FORCED					0x00100000	// forced open
#define WINDOW_POPUP					0x00200000	// popup
#define WINDOW_BACKCOLORSET		0x00400000	// backcolor was explicitly set 
#define WINDOW_TIMEDVISIBLE		0x00800000	// visibility timing ( NOT implemented )


// CGAME cursor type bits
#define CURSOR_NONE					0x00000001
#define CURSOR_ARROW				0x00000002
#define CURSOR_SIZER				0x00000004

#ifdef CGAME
#define STRING_POOL_SIZE 128*1024
#else
#define STRING_POOL_SIZE 384*1024
#endif
#define MAX_STRING_HANDLES 4096

#define MAX_SCRIPT_ARGS 12
#define MAX_EDITFIELD 256

#define ART_FX_BASE			"menu/art/fx_base"
#define ART_FX_BLUE			"menu/art/fx_blue"
#define ART_FX_CYAN			"menu/art/fx_cyan"
#define ART_FX_GREEN		"menu/art/fx_grn"
#define ART_FX_RED			"menu/art/fx_red"
#define ART_FX_TEAL			"menu/art/fx_teal"
#define ART_FX_WHITE		"menu/art/fx_white"
#define ART_FX_YELLOW		"menu/art/fx_yel"

#define ASSET_GRADIENTBAR "ui/assets/gradientbar2.tga"
#define ASSET_SCROLLBAR             "ui/assets/scrollbar.tga"
#define ASSET_SCROLLBAR_ARROWDOWN   "ui/assets/scrollbar_arrow_dwn_a.tga"
#define ASSET_SCROLLBAR_ARROWUP     "ui/assets/scrollbar_arrow_up_a.tga"
#define ASSET_SCROLLBAR_ARROWLEFT   "ui/assets/scrollbar_arrow_left.tga"
#define ASSET_SCROLLBAR_ARROWRIGHT  "ui/assets/scrollbar_arrow_right.tga"
#define ASSET_SCROLL_THUMB          "ui/assets/scrollbar_thumb.tga"
#define ASSET_SLIDER_BAR						"ui/assets/slider2.tga"
#define ASSET_SLIDER_THUMB					"ui/assets/sliderbutt_1.tga"
#define SCROLLBAR_SIZE 16.0
#define SLIDER_WIDTH 96.0
#define SLIDER_HEIGHT 16.0
#define SLIDER_THUMB_WIDTH 12.0
#define SLIDER_THUMB_HEIGHT 20.0
#define	NUM_CROSSHAIRS			10

typedef struct {
    const char *command;
    const char *args[MAX_SCRIPT_ARGS];
} scriptDef_t;

typedef struct {
    float x; // horiz position
    float y; // vert position
    float w; // width
    float h; // height;
} rectDef_t;

typedef rectDef_t Rectangle;

// FIXME: do something to separate text vs window stuff

typedef struct {
    Rectangle rect; // client coord rectangle
    Rectangle rectClient; // screen coord rectangle
    const char *name; //
    const char *group; // if it belongs to a group
    const char *cinematicName; // cinematic name
    int cinematic; // cinematic handle
    int style; //
    int border; //
    int ownerDraw; // ownerDraw style
    int ownerDrawFlags; // show flags for ownerdraw items
    float borderSize; //
    int flags; // visible, focus, mouseover, cursor
    Rectangle rectEffects; // for various effects
    Rectangle rectEffects2; // for various effects
    int offsetTime; // time based value for various effects
    int nextTime; // time next effect should cycle
    vec4_t foreColor; // text color
    vec4_t backColor; // border color
    vec4_t borderColor; // border color
    vec4_t outlineColor; // border color
    qhandle_t background; // background asset
} windowDef_t;

typedef windowDef_t Window;

typedef struct {
    vec4_t color;
    float low;
    float high;
} colorRangeDef_t;

// FIXME: combine flags into bitfields to save space
// FIXME: consolidate all of the common stuff in one structure for menus and items
// THINKABOUTME: is there any compelling reason not to have items contain items
// and do away with a menu per say.. major issue is not being able to dynamically allocate 
// and destroy stuff.. Another point to consider is adding an alloc free call for vm's and have 
// the engine just allocate the pool for it based on a cvar
// many of the vars are re-used for different item types, as such they are not always named appropriately
// the benefits of c++ in DOOM will greatly help crap like this
// FIXME: need to put a type ptr that points to specific type info per type
// 
#define MAX_LB_COLUMNS 16

typedef struct columnInfo_s {
    int pos;
    int width;
    int maxChars;
} columnInfo_t;

typedef struct listBoxDef_s {
    int startPos;
    int endPos;
    int drawPadding;
    int cursorPos;
    float elementWidth;
    float elementHeight;
    int elementStyle;
    int numColumns;
    columnInfo_t columnInfo[MAX_LB_COLUMNS];
    const char *doubleClick;
    qboolean notselectable;
} listBoxDef_t;

typedef struct editFieldDef_s {
    float minVal; //	edit field limits
    float maxVal; //
    float defVal; //
    float range; //
    int maxChars; // for edit fields
    int maxPaintChars; // for edit fields
    int paintOffset; //
} editFieldDef_t;

#define MAX_MULTI_CVARS 32

typedef struct multiDef_s {
    const char *cvarList[MAX_MULTI_CVARS];
    const char *cvarStr[MAX_MULTI_CVARS];
    float cvarValue[MAX_MULTI_CVARS];
    int count;
    qboolean strDef;
} multiDef_t;

typedef struct modelDef_s {
    int angle;
    vec3_t origin;
    float fov_x;
    float fov_y;
    int rotationSpeed;
} modelDef_t;

#define CVAR_ENABLE		0x00000001
#define CVAR_DISABLE	0x00000002
#define CVAR_SHOW			0x00000004
#define CVAR_HIDE			0x00000008

typedef struct itemDef_s {
    Window window; // common positional, border, style, layout info
    Rectangle textRect; // rectangle the text ( if any ) consumes
    int type; // text, button, radiobutton, checkbox, textfield, listbox, combo
    int alignment; // left center right
    int textalignment; // ( optional ) alignment for text within rect based on text width
    float textalignx; // ( optional ) text alignment x coord
    float textaligny; // ( optional ) text alignment x coord
    float textscale; // scale percentage from 72pts
    int textStyle; // ( optional ) style, normal and shadowed are it for now
    const char *text; // display text
    void *parent; // menu owner
    qhandle_t asset; // handle to asset
    const char *mouseEnterText; // mouse enter script
    const char *mouseExitText; // mouse exit script
    const char *mouseEnter; // mouse enter script
    const char *mouseExit; // mouse exit script
    const char *action; // select script
    const char *onFocus; // select script
    const char *leaveFocus; // select script
    const char *cvar; // associated cvar
    const char *cvarTest; // associated cvar for enable actions
    const char *enableCvar; // enable, disable, show, or hide based on value, this can contain a list
    int cvarFlags; //	what type of action to take on cvarenables
    sfxHandle_t focusSound;
    int numColors; // number of color ranges
    colorRangeDef_t colorRanges[MAX_COLOR_RANGES];
    float special; // used for feeder id's etc.. diff per type
    int cursorPos; // cursor position in characters
    void *typeData; // type specific data ptr's
} itemDef_t;

typedef struct {
    Window window;
    const char *font; // font
    qboolean fullScreen; // covers entire screen
    int itemCount; // number of items;
    int fontIndex; //
    int cursorItem; // which item as the cursor
    int fadeCycle; //
    float fadeClamp; //
    float fadeAmount; //
    const char *onOpen; // run when the menu is first opened
    const char *onClose; // run when the menu is closed
    const char *onESC; // run when the menu is closed
    const char *soundName; // background loop sound for menu

    vec4_t focusColor; // focus color for items
    vec4_t disableColor; // focus color for items
    itemDef_t * items[MAX_MENUITEMS]; // items this menu contains
} menuDef_t;

typedef struct {
    const char *fontStr;
    const char *cursorStr;
    const char *gradientStr;
    fontInfo_t textFont;
    fontInfo_t smallFont;
    fontInfo_t bigFont;
    qhandle_t cursor;
    qhandle_t gradientBar;
    qhandle_t scrollBarArrowUp;
    qhandle_t scrollBarArrowDown;
    qhandle_t scrollBarArrowLeft;
    qhandle_t scrollBarArrowRight;
    qhandle_t scrollBar;
    qhandle_t scrollBarThumb;
    qhandle_t buttonMiddle;
    qhandle_t buttonInside;
    qhandle_t solidBox;
    qhandle_t sliderBar;
    qhandle_t sliderThumb;
    sfxHandle_t menuEnterSound;
    sfxHandle_t menuExitSound;
    sfxHandle_t menuBuzzSound;
    sfxHandle_t itemFocusSound;
    float fadeClamp;
    int fadeCycle;
    float fadeAmount;
    float shadowX;
    float shadowY;
    vec4_t shadowColor;
    float shadowFadeClamp;
    qboolean fontRegistered;

    // player settings
    qhandle_t fxBasePic;
    qhandle_t fxPic[7];
    qhandle_t crosshairShader[NUM_CROSSHAIRS];

} cachedAssets_t;

typedef struct {
    const char *name;
    void (*handler) (itemDef_t *item, char** args);
} commandDef_t;

typedef struct {
    qhandle_t(*registerShaderNoMip) (const char *p);
    void (*setColor) (const vec4_t v);
    void (*drawHandlePic) (float x, float y, float w, float h, qhandle_t asset);
    void (*drawStretchPic) (float x, float y, float w, float h, float s1, float t1, float s2, float t2, qhandle_t hShader);
    void (*drawText) (float x, float y, float scale, vec4_t color, const char *text, float adjust, int limit, int style);
    int (*textWidth) (const char *text, float scale, int limit);
    int (*textHeight) (const char *text, float scale, int limit);
    qhandle_t(*registerModel) (const char *p);
    void (*modelBounds) (qhandle_t model, vec3_t min, vec3_t max);
    void (*fillRect) (float x, float y, float w, float h, const vec4_t color);
    void (*drawRect) (float x, float y, float w, float h, float size, const vec4_t color);
    void (*drawSides) (float x, float y, float w, float h, float size);
    void (*drawTopBottom) (float x, float y, float w, float h, float size);
    void (*clearScene) (void);
    void (*addRefEntityToScene) (const refEntity_t * re);
    void (*renderScene) (const refdef_t * fd);
    void (*registerFont) (const char *pFontname, int pointSize, fontInfo_t * font);
    void (*ownerDrawItem) (float x, float y, float w, float h, float text_x, float text_y, int ownerDraw, int ownerDrawFlags, int align, float special, float scale, vec4_t color, qhandle_t shader, int textStyle);
    float (*getValue) (int ownerDraw);
    qboolean(*ownerDrawVisible) (int flags);
    void (*runScript)(char **p);
    void (*getTeamColor)(vec4_t * color);
    void (*getCVarString)(const char *cvar, char *buffer, int bufsize);
    float (*getCVarValue)(const char *cvar);
    void (*setCVar)(const char *cvar, const char *value);
    void (*drawTextWithCursor)(float x, float y, float scale, vec4_t color, const char *text, int cursorPos, char cursor, int limit, int style);
    void (*setOverstrikeMode)(qboolean b);
    qboolean(*getOverstrikeMode)(void);
    void (*startLocalSound)(sfxHandle_t sfx, int channelNum);
    qboolean(*ownerDrawHandleKey)(int ownerDraw, int flags, float *special, int key);
    int (*feederCount)(float feederID);
    const char *(*feederItemText)(float feederID, int index, int column, qhandle_t * handle);
    qhandle_t(*feederItemImage)(float feederID, int index);
    void (*feederSelection)(float feederID, int index);
    void (*keynumToStringBuf)(int keynum, char *buf, int buflen);
    void (*getBindingBuf)(int keynum, char *buf, int buflen);
    void (*setBinding)(int keynum, const char *binding);
    void (*executeText)(int exec_when, const char *text);
    void (*Error)(int level, const char *error, ...);
    void (*Print)(const char *msg, ...);
    void (*Pause)(qboolean b);
    int (*ownerDrawWidth)(int ownerDraw, float scale);
    sfxHandle_t(*registerSound)(const char *name, qboolean compressed);
    void (*startBackgroundTrack)(const char *intro, const char *loop);
    void (*stopBackgroundTrack)(void);
    int (*playCinematic)(const char *name, float x, float y, float w, float h);
    void (*stopCinematic)(int handle);
    void (*drawCinematic)(int handle, float x, float y, float w, float h);
    void (*runCinematicFrame)(int handle);

    float yscale;
    float xscale;
    float bias;
    int realTime;
    int frameTime;
    int cursorx;
    int cursory;
    qboolean debug;

    cachedAssets_t Assets;

    glconfig_t glconfig;
    qhandle_t whiteShader;
    qhandle_t gradientImage;
    qhandle_t cursor;
    float FPS;

} displayContextDef_t;

const char *String_Alloc(const char *p);
void String_Init(void);
void String_Report(void);
void Init_Display(displayContextDef_t *dc);
void Display_ExpandMacros(char * buff);
void Menu_Init(menuDef_t *menu);
void Item_Init(itemDef_t *item);
void Menu_PostParse(menuDef_t *menu);
menuDef_t *Menu_GetFocused(void);
void Menu_HandleKey(menuDef_t *menu, int key, qboolean down);
void Menu_HandleMouseMove(menuDef_t *menu, float x, float y);
void Menu_ScrollFeeder(menuDef_t *menu, int feeder, qboolean down);
qboolean Float_Parse(char **p, float *f);
qboolean Color_Parse(char **p, vec4_t *c);
qboolean Int_Parse(char **p, int *i);
qboolean Rect_Parse(char **p, rectDef_t *r);
qboolean String_Parse(char **p, const char **out);
qboolean Script_Parse(char **p, const char **out);
qboolean PC_Float_Parse(int handle, float *f);
qboolean PC_Color_Parse(int handle, vec4_t *c);
qboolean PC_Int_Parse(int handle, int *i);
qboolean PC_Rect_Parse(int handle, rectDef_t *r);
qboolean PC_String_Parse(int handle, const char **out);
qboolean PC_Script_Parse(int handle, const char **out);
int Menu_Count(void);
void Menu_New(int handle);
void Menu_PaintAll(void);
menuDef_t *Menus_ActivateByName(const char *p);
void Menu_Reset(void);
qboolean Menus_AnyFullScreenVisible(void);
void Menus_Activate(menuDef_t *menu);

displayContextDef_t *Display_GetContext(void);
void *Display_CaptureItem(int x, int y);
qboolean Display_MouseMove(void *p, int x, int y);
int Display_CursorType(int x, int y);
qboolean Display_KeyBindPending(void);
void Menus_OpenByName(const char *p);
menuDef_t *Menus_FindByName(const char *p);
void Menus_ShowByName(const char *p);
void Menus_CloseByName(const char *p);
void Display_HandleKey(int key, qboolean down, int x, int y);
void LerpColor(vec4_t a, vec4_t b, vec4_t c, float t);
void Menus_CloseAll(void);
void Menu_Paint(menuDef_t *menu, qboolean forcePaint);
void Menu_SetFeederSelection(menuDef_t *menu, int feeder, int index, const char *name);
void Display_CacheAll(void);

void *UI_Alloc(int size);
void UI_InitMemory(void);
qboolean UI_OutOfMemory(void);

void Controls_GetConfig(void);
void Controls_SetConfig(qboolean restart);
void Controls_SetDefaults(void);

int trap_PC_AddGlobalDefine(char *define);
int trap_PC_LoadSource(const char *filename);
int trap_PC_FreeSource(int handle);
int trap_PC_ReadToken(int handle, pc_token_t *pc_token);
int trap_PC_SourceFileAndLine(int handle, char *filename, int *line);

#endif
